If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Welder Academy

So I'm not really sure where the best place for Vintage stuff is or if there are forums so I figured I'd post here what I've been working on for the past few months. When I was originally getting into Vintage I basically just browsed lists for something that piqued my interest and an original Onkel list was definitely up my alley. I have tweaked and changed some things that suit my style more and have talked with him as well (sadly he's moved to more of a counterspell grixis/UR build) whereas this is more of a turbo artifact academy deck. His original one was back in November or something and is the shell for this current list, but I've been happy with this in 2-mans and getting more comfortable with it the past few months.

I managed to 4-0 a Vintage daily here: http://www.mtggoldfish.com/tournamen...9485648#online so I think the deck definitely has legs. I'm pretty new to the vintage scene and am in the process of getting this list within 15 proxy range so hopefully I can bop around the northeast and get some paper games in the next year.

So basically this list plays like a pseudo-Belcher in that gets out of control very fast, but you get more lands and can play a slower game thoughtcasting. I'm still a vintage noob so I will refrain for now in posting matchups and stuff since some things I say will most likely be wrong and I am still practicing a bunch to better learn other matchups. The only one I will comment on is dredge, which is insanely positive. I tried out grixis artifact builds but ended up liking this higher variance style more, even if black tutors are the shit.

Re: Welder Academy

Quickly made some changes. Definitely felt clunkier with all the extra high converted mana cost cards. Made the change to move lower to the ground with some preordains. The deck is definitely like a snowball you start slower and keep dropping trinkets and then you just overwhelm with so much card draw.

Re: Welder Academy

Oh man, anything with Goblin Welder and Tezz in vintage makes me hard. How as the deck been treating you recently? I really want to play some old school Tezzerator with Paradoxical Outcome but I'm worried about the severe amount of hate everyone is packing now for storm.

From nothing came teeth.

Originally Posted by CptHaddock

I really don't know why you're complaining about top being banned since you seem to be very good at Soothsaying.

Re: Welder Academy

Originally Posted by Ephemeron

Oh man, anything with Goblin Welder and Tezz in vintage makes me hard. How as the deck been treating you recently? I really want to play some old school Tezzerator with Paradoxical Outcome but I'm worried about the severe amount of hate everyone is packing now for storm.

Damn sorry for not responding I never expect others to actually reply about vintage on here. With the mentor restriction it's gotten a lot better since you get a tiny bit more time. The deck is still really fun, it really just comes down to how well you can slog through the infinite sideboard artifact hate. That said, decks spend so much time trying to dig for energy flux or stony silence it's not hard to bide your time setting up defense grid and chain of vapor it usually.

Is the deck top tier? No. Is it baller drawing millions of cards, taking a million turns, making a million mana, and playing a million broken restricted cards? You bet your ass it is. And it plays goblin welder. 'Nuff said

Re: Welder Academy

Started off 0-3 against Shops, Blue-red shit, and then Legacy Rug delver vintage-ified.

Some highlights (lowlights) were getting ready to go bananas vs shops and having a wasteland topdecked when on 0 cards to wreck my T-school, a Time Spiral with infinite mana ready drawing lands and mana and no business, main deck null rod out of delver, a By Force against me for 7 of my artifacts and I think 3 Turn 1 Defense Grids meeting Force of Will.

After the 0-3 start I managed to beat Oath, Dredge, and Bug little dudes. Tinker Battlesphere was the champ in round 6.

Was certainly a little rusty to start because I forgot my golden rule of always wheel if you can because you never know when you'll draw Vault-Key-Lotus. Beyond that I'm not sure where I want to tweak the deck. It's either make it more reactive or more busted because in sideboard games you are always facing a ton of hate. Leaning the busted way because why play vintage if you aren't trying to do the most insane things possible. For the busted path decision tree there's two more branches: I might go with a black splash in addition to a 1 welder/1 wheel maindeck splash so I can run Vamp/Demonic and Tezz Gangster Edition or branch B go with more Paradoxical Outcomes, not really sure. I like both these plans because Defense Grid is still really good. The reactive side is to shave stuff down so that I can fit my 4 force of wills maindeck.

Those are the main ideas. The most fun idea would be to put a heavier Welder package in and go for an Extended-Style deck sideboard plan of Teen Titans and just weld in some boss bitches. Who knows, but that's at the least the benefit of running a cool, albeit not tier 1 deck.

Re: Welder Academy

11/26 challenge results.

Switched up some of the numbers in the deck between main and side to give slight better chances vs shops g1. Moved 2 Forces main over a map and a 2nd grid.

Ended up going 3-3 again, with the opposite result from the previous challenge (I think final result was like 19th out of 40-something). Started out 3-0 with wins over Fast dredge, blue dredge, and then what seemed to be 4c Oath Dack. Next 3 rounds lost a super close match in 3 to shops, blown out by shops, and then a close game 1 and 3 vs Burning Wish Baral with a blow out turn 2.

Gonna have to switch up the list a lot, now with Shops playing Jack Sparrow's Telescope. Round 4 game 3 I was always one turn away from winning, using Hurkyl's Recall to bounce his board of revokers and Spyglasses but was short of mana for two turns and then a topdecked Foundry dude pumped his board to lethal and forced me to blow the recall in combat rather than eot and let him mana crypt out a revoker/telescope on my time vault.

Still can't be too upset with the deck, as I've consistently gone around 50%, with the losses certainly being close enough and within reach depending on wheel draws. One match vs shops I was facing lethal, topdecked wheel of fortune, then hit a timetwister, but didn't get any fast mana (large number of jewelry left) and had to blow a land drop to cast twister. The twister 7 had the reshuffled academy and tezz needed to win, but i had already made the drop.

I think I'm going to move forward with something like this for the next challenge/random jamming. Windfall in the board I think is a perfect random blowout card for on the play and against control. 4th map often feels redundant main, but is very nice vs shops especially when bringing in the petrified field. Merchant scroll will also help open up things like Scroll for Hurkyl, recall, fow or outcome, or even scroll into mystical into anything needed like tinker/spiral.